Hi Peterb,
Thanks for the time you put into this. I’ll try to address everything. Good thing there’s an enhanced edition coming up (should fix the purely aesthetic issues like buttons). I can also fix a few of the glitches you mention.
I Character rolling interface lacks useful feedback. For example, you can pick a character’s race and gender before rolling, but then when you hit ®oll, the race and gender reset to null. [/I]
Should be easy to keep the race / gender choices & just erase class (new rolls can result in a previously chosen class not being a valid choice anymore).
I Only male character portraits in the dwarf/elf/human interface. Not critical, but a polish issue.[/I]
Will have one for each class / race / gender combination.
I alt-tabbing works! yay.[/I]
I On inventory screen “Equiped” should be spelled “Equipped”[/I]
OOPS
I The inventory screen looks like it could have been lifted directly from Wizardry: Proving Grounds of the Mad Overlord (Note: not complaining, but if I encounter a “Blade Cusinart” you’re gonna owe someone royalties.)[/I]
No blade cuisinart but I’m not sure I agree with you. Might and Magic 2 is actually even closer and has a cuisinart (no blade but…). Anyway, I haven’t heard of any dispute between Sir-Tech and NWC over this. It’s true though that I can’t claim much creativity for the GUI.
I Character rolling overall: I spent many hours playing the original Wizardry and Bard’s Tale, and I think I speak for a lot of us when I say: really, I’m sort of done with rolling a character’s numbers (as opposed to picking skills, class, etc). I sort of want my choices during the game to affect my character’s skills, not my tolerance for sitting and hitting ‘r’ more times than someone else. I know it’s a feature of the classic genre, but you should at least consider whether it’s one worth keeping. At a minimum, I’d suggest that you have the game optionally start with a “quick-start” party or prerolled characters that can just be renamed or used.[/I]
This Ive heard before. Underworld will remain this way but not the sequel.
I Polish issue - the square textures on some of the buttons don’t fit some of the roundrect ‘buttons’, making them look like peas rattling around a shell. Button style overall is inconsistent (poster boy: the “Add to Party / Back” buttons on the initial inventory screen lack borders/buttons completely, making them stick out badly)[/I]
Will keep an eye on that for enhanced, but must admit it doesn’t strike me at all, even looking back to it. Not sure the buttons should connect with the borders as they would seem crowded to me. But I’ll see.
I It was completely unclear to me that De(m)ote meant “Delete” until I got the warning sheet.[/I]
I know it’s a stretch but it had to be a letter beyond ‘L’ (character slots A-L) and couldn’t be ‘Remove’ because that was for removing a character from a party without deleting it.
I In the game proper the VERY FIRST THING I did was hit (M)aps, then (Z)oom out to a completely blank “Highnest” screen – and flailed around as I couldn’t tell what key I needed to hit to exit. After trying every other key on the keyboard, turns out it’s “Return”. That screen should have some indicator explaining how to exit. Also, “esc” should always exit any modal screen like that. Always. No matter what. 100% of the time. Absolutely. Forever. And if anyone thinks otherwise, they’re wrong, and should be punished severely.[/I]
When I read this I immediately loaded the game up and checked. Because I know I had put clear instructions at the bottom of the screen. I got to the maps and saw you were right, so I checked the code. Then I remembered what happened. For v1.06 I changed the screen size there (reduced it to 1024*768 and left the instructions at 1050. So they’re there, but below your screen :) Thanks for the catch, will be fixed!
The reason you only see Highnest is because only the buttons corresponding to maps you’ve visited appear. When you enter the catacombs and check the maps, two buttons appear (Highnest + catacombs). Eventually that screen fills up. The idea is that if you’re in Highnest but have visited other maps zooming out allows you to select a map you’re not currently in and RETURN opens that map. So you can locate an area you need to return to using the maps. Big fail on my part there thanks again.
I “(M)aps closed” is a weird way to phrase that, because it reads like a status, not an action. If you want to preserve the ‘m’ key for that, just say ‘Close (m)ap’. And also make the ESC key do that. Because that’s what it’s for.[/I]
There’s a bad reason for this. At first I tried making it so that the hotkey be the first letter. Then I gave up on this because it was a stupid way to waste my time (O§tions, De(m)ote came later) but never thought of coming back to this one, which should indeed be Close (m)aps.
I The introductory “There are three ways to move your party…” popup only appeared (for me) after I took my first step by guessing that the arrow keys would work. It should appear one turn earlier to actually be useful. I predict some of your users will want to use W-A-S-D, but I don’t particularly care either way. [/I]
I kind of figured arrow keys would be an easy catch, much easier than the mouse wheel or IJKL options. I stay away from WASD because I hate them, hate them with a passion, having a European AZERTY keyboard. I hate how games use WASD, which for me (and many others) means moving forward with a key located below the move back key. Too many US developpers overlook this!! :)
I Just went through a door and got a (very nice) high-res art of a devil. Is there any way to re-play interstitial scenes like that after the fact? Would be a nice feature.[/I]
Replay feature added to list of upgrades to implement.
I Turned around south after that scene and discovered i was ALREADY IN the INN, which wasn’t clear to me at all. I thought I started in a city street. Might want to make that clear somehow.[/I]
I guess it would help understand why opening those doors make people angry… I think I’ll add ‘do not disturb’ when people run into those doors. That should be reasonably explicit. Thanks for the idea!
I First combat in the arena! Nice way to learn the game, but I wish someone had directed me here. Immediately I realize that my party is in the wrong order, and I have no idea how to reorder them.[/I]
There’s an (O)rder function but it doesn’t work in combat. Which now makes me think that perhaps it should…
I GACK! My characters don’t start with their items equipped? OK, guess I’ll do that in combat.[/I]
I guess that’s just dumb isn’t it? Something else that comes straight from MM1-2 but probably shouldn’t.
I I think this monkey tried to hit me but the results flitted by too quickly for me to tell what happened.[/I]
I’ve sped that up and slowed it down at every new version. I think it’s time to implement a meter and leave it up to the player.
I You’re making really really poor use of your visual space here in the character list. So to take one example, at the bottom of the screen I see this:
(1) Fighter | (2) Fighter
(3) Paladin | (4) Rogue
(5) Priest | (6) Sorcerer
That’s terrible. It’s terrible because I have to look at it and think about the numbers when instead I should be able to intuit the order at a glance. In fact, when I first saw it, I assumed the left side was the ‘front’ row, and the right side was the ‘back’ row. I would either order things in exactly that way, or else do it visually:
(1) Fighter | (2) Fighter | (3) Fighter
(4) Priest | (5) Rogue | (6) Sorcerer
If the game has a “front row / back row” like Wizardry (I haven’t figured this out yet), that let’s me immediately answer the question “Which row are the characters in?” at a glance.[/I]
Think three rows :)
You’re also indicating whose turn it is by putting a “Maximillian’s Turn” prompt at the bottom of that box. Again, you could do that visually: make the name/status boxes for all non-active character a darker grey, and the active character bright white, or something similar. You save real estate, and make it easier for the user to see what’s what.
That could work… To be honest it seemed like low added value when I considered it (which I did), given that real estate wasn’t needed for anything else.
I Trying the middle tier of the arena, two of my characters died. I wonder how I resurrect them, or if that’s even possible.[/I]
Yes, visit the temple. Gold is needed though so if you die early on a reload will be the only option. You can save anywhere/anytime btw.
[I]OK, that’s enough for a first cut. I think you’ve got an interesting game here, and I’ll probably buy it when it’s out on Mac OS X, on general principles if nothing else. I do encourage you to think carefully about what aspects of the game can or should be ‘primitive’ out of wanting to be true to the genre, and which aspects of the game need to be polished further. It’s easy to fall into the trap of leaving something unpolished and (to take a ridiculous example that you did not do) saying “Well, Temple of Apshai made the user look up flavor text in a paper manual (“Read entry #28”), so I can totally get away with that also!” You can’t. The people you’re appealing might want the nostalgic experience of playing a game that refers to the games they played when they were 13, but if you actually hew too closely to that game you’ll create something that can’t actually be played by someone with a job.
Hope this helps, and good luck. I’ll give more comments if I have any.[/I]
Thanks for your time and feedback!